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## Primal Path At 3rd level, a Barbarian gains the Primal Path feature. The following option is available to a Barbarian, in addition to those offered in the Player's Handbook. ### Path of the Inferno I tell you, he's not normal! After his disappearance five years ago, he has changed... For the worse. I was so happy when he came back, but now... I don't know anymore. All he speaks about are these... Visions of Hell that he presumably saw when he was not here. He also told me that... fiends... had branded his back with some kind of a sigil. I've seen that mark and... it's disturbing, to say the least, but is it the devil's doing? He says that whenever he gets angry, the mark sets ablaze. Not even figuratively - literally. Yes, I didn't believe it at first, but one day he came back home with the brand burnt onto the back of his shirt! I don't know what to do anymore... I dreamed that one day he would come back, but now... I wish he would stay where he was. Does that make me a bad person? ##### Path of the Inferno features | Barbarian level | Feature | | ------------- |:-------------:| |
3rd
| Hellfire Sigil | |
6th
| Diabolical Resilience | |
10th
| Hellfire Retaliation | |
14th
| Vision of Hell | \columnbreak
#### Hellfire Sigil Starting when you choose this path at 3rd level, when you enter your rage, you can ignite an infernal sigil that brands your back. Until your rage ends, the flames rush across your hands and body, casting a bright light within 10 feet and dim light for an additional 10 feet. Moreover, you gain following benefits: - The first creature you hit on each of your turns with an unarmed strike takes extra fire damage equal to 1d4 + your barbarian level. - At the start of each of your turns, you can deal 1d4 + your barbarian level fire damage to one creature grappled by you.
Clothing and armor not made to accommodate your sigil might be destroyed when you ignite it.
\pagebreak #### Diabolical Resilience At 6th level, you gain resistance to fire and poison damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. #### Hellfire Retaliation Starting at 10th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your barbarian level. #### Vision of Hell Beginning at 14th level, your eyes start to change into that of a fiend. You can choose how they change - for example, your pupils might become snake- or goat-like, or your eyes could turn devilishy red or completely white. As a bonus action, you can force one creature within 5 feet of you to look into your eyes. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target takes 10d10 psychic damage and is frightened until the end of your next turn, as it sees in them only hellfire, death and suffering. On a successful save, the creature takes half as much damage and isn’t frightened.
Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak
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